Feats: Exotic Weapon Proficiency: Bastard Sword, Weapon Focus: Bastard Sword, Magical Aptitude
Traits: Focused Mind (magic trait, APG 329; Your childhood was either dominated by lessons of some sort (whether musical, academic or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks), Elven Reflexes (race trait, APG 331; One of your parents was a member of a wild elven tribe, and you’ve inherited a portion of your elven parent’s quick reflexes. You gain a +2 trait bonus on Initiative checks.)
Other Racial Traits: Elvish Inheritance (campaign-specific), Ancestral Arms (APG 17; Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.), Arcane Training (AGP 17; Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class. They can use spell trigger and spell completion items for their favored class as if 1 level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multi-talented racial trait.)

Special Abilities
Arcane Pool (6 points) (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to ½ his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once each day when the magus prepares his spells. // At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. This ability counts as the Arcane Strike feat for meeting any prerequisites. Multiple uses of this ability do not stack with themselves. // At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s cost (see Table 15-9 of the Core Rulebook). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane poop point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. // A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 1-1 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapon at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free, while wielding a light or one-handed weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a -2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action. If he casts the is spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus to his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. The magus must have one hand free to use this ability, even if the spell does not contain somatic components.

Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as a part of a melee attack. If successful, this melee attack deals its normal damage as well as the effects of the spell. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon as part of casting this spell. If used with spell combat, this does not grant an additional attack.

Magus Arcana – Arcane Bond – Skyshear (Ex or Sp) (per DM approval): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. // Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always of masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. // A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school). // A wizard can add additional magic abilities to his bonded object as if he has the required item creation feat and if he meets the level prerequisites for the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger. The magical properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. // If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same was as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Pool Spell (Su): At 4th level, the magus learns to use his arcane pool to cast additional spells. He can cast any magus spell that he knows by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). He can cast spells with metamagic feats in this way, but he must spend additional points from his arcane pool to do so, equal to the level increase from the metamagic feats. The spell’s overall adjusted level must still be one that he can cast.

Chill Touch (CR255)
School: Necromancy
Level: Magus 1
Casting Time: 1 standard action
Components: V,S
Range: Touch
Targets: creature or creatures touched (up to one/level) (5 creatures)
Duration: Instantaneous
Saving Throw: Fortitude partial or Will negates; see text
Spell Resistance: Yes
A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw (DC 15; 5). You can use this melee touch attack up to one time per level.
An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw (DC 15; +5) or flee as if panicked for 1d41 round per caster level (+5 rounds).

Color Spray (CR256)
School: Illusion (pattern)(mind-affecting)
Level: Magus 1
Casting Time: 1 standard action
Components: V,S, M (red, yellow, and blue powder or colored sand)
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous; see text
Saving Throw: Will negates (DC 15; +5); see text
Spell Resistance: Yes
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.
2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for 1 round.
Sightless creatures are not affected by color spray.

Expeditious Retreat (CR279)
School: Transmutation
Level: Magus 1
Casting Time: 1 standard action
Components: V,S
Range: personal
Targets: you
Duration: 1 min./level (5 minutes)
This spell increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Acrobatics skill).

Hydraulic Push (APG228)
School: Evocation (water)
Level: Magus 1
Casting Time: 1 standard action
Components: V,S
Range: Close (25 ft. + 5 ft./2 levels) (35 feet)
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You call forth a quick blast of water that knocks over and soaks one creature or square. you can use this blast of water to make a bull rush attack against any one creature or object. Your CMB for this bull rush is equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest (+9). This bull rush does not provoke an attack of opportunity. Hydraulic push extinguishes any normal fires on a creature, object, or in a single 5-foot square which it is targeted against. Magical fires are unaffected.

Magic Missile (CR309)
School: Evocation (force)
Level: Magus 1
Casting Time: 1 standard action
Components: V,S
Range: Medium (100 ft. + 10 ft./level) (150 ft.)
Targets: up to five creatures, no two of which can be more than 15 ft. apart.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Objects are not damaged by this spell.
For every two caster levels beyond 1st, you gain an additional missile – two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher (three missiles). If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Stone Fist (APG247)
School: transmutation (earth)
Level: Magus 1
Casting Time: 1 standard action
Components: V,S, M (a chip of granite)
Range: personal
Targets: you
Duration: 1 min./level (5 minutes)
This spell transforms your hands into living stone. While this spell is in effect, your unarmed strikes do not provoke attacks of opportunity and deal 1d6 points of lethal bludgeoning damage (1d4 if you are Small). In addition, your unarmed strikes ignore the hardness of any object with a hardness less than 8.
Stone to flesh immediately dispels stone fist. Should you be the target of transmute rock to mud, this spell immediately ends and you take 4d6 points of damage.

Firebreath (APG221)
School: evocation (fire)
Level: Magus 2
Casting Time: 1 standard action
Components: V,S, M (a chili pepper)
Range: 15 ft.
Area: Cone-shaped burst
Duration: 1 round/level or until discharged; see text (5 rounds)
Saving Throw: Reflex half; see text
Spell Resistance: Yes
Up to thrice during this spell’s duration, you can belch forth a cone of fire as a standard action. The first cone deals 4d6 points of fire damage to every creature in the area. The second cone of flame deals 2d6 points of fire damage to every creature in the area. The third cone of flame deals 1d6 of fire damage to every creature in the area. A successful Reflex save halves this damage. After the third cone of flame, the spell ends.

Scorching Ray (CR337)
School: evocation (fire)
Level: Magus 2
Casting Time: 1 standard action
Components: V,S
Range: 25 ft. + 5 ft./2 levels (35 feet)
Effect: One or more rays
Duration: instantaneous
Saving Throw: None
Spell Resistance: Yes
You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level) (1 ray). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.